You can use the FBX Settings tool to convert static FBX meshes,
skeletons, skins, animations, and materials into Lumberyard assets.

To open the FBX Settings tool, right-click on an .fbx file in the Asset Browser and click Edit Settings. In previous versions of Lumberyard, these settings were located in the Tools
menu.

When you export or copy .fbx files into your game project directory
(for example, \dev\SamplesProject\Objects), Asset Processor detects
the new or modified .fbx files in the directory. Lumberyard calculates
default settings from the .fbx file, which Asset Processor uses to
automatically convert the file to the appropriate mesh, skeleton, materials, or
animation
files.

Note

The FBX Settings tool processes .fbx files only when they are
in the current game project directory.

If you update the FBX settings or add modifiers for the .fbx file,
Lumberyard generates an .assetinfo file alongside the
.fbx file. The .assetinfo file stores the
configuration and modifier settings that are applied when processing the
.fbx file. The original .fbx file remains
intact. Lumberyard includes a sample .fbx file in the
\dev\SamplesProject\Objects\Tutorials\Fbx directory.

Use the Asset Browser to access the assets that were
successfully processed.

To place static mesh files (.cgf) in your game level, drag the files
from the Asset Browser in Lumberyard Editor into the viewport. You can use
actor and motion files to create characters in the Animation Editor (EMotionFX).

Note

You can then use skins, skeletons, and animation files to create characters in the
legacy Geppetto animation
system.